Talk Title: Saliency in VR: How Do People Explore Virtual Environments,presented by Vincent Sitzmann
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual attention. Whereas a body of recent work has focused on modeling saliency in desktop viewing conditions, VR is very different from these conditions in that viewing behavior is governed by stereoscopic vision and by the complex interaction of head orientation, gaze, and other kinematic constraints. To further our understanding of viewing behavior and saliency in VR, we capture and analyze gaze and head orientation data of 169 users exploring stereoscopic, static omni-directional panoramas, for a total of 1980 head and gaze trajectories for three different viewing conditions. We provide a thorough analysis of our data, which leads to several important insights, such as the existence of a particular fixation bias, which we then use to adapt existing saliency predictors to immersive VR conditions. In addition, we explore other applications of our data and analysis, including automatic alignment of VR video cuts, panorama thumbnails, panorama video synopsis, and saliency-based compression.
Talk Title: "Immersive Technology and AI" with focus on mobile AR research
Abstract: not available
Vincent is a 3rd year PhD candidate in the Electrical Engineering Department at Stanford University, advised by Professor Gordon Wetzstein as part of the Stanford Computational Imaging Lab. His research interest lies at the intersection of Computer Vision and Computational Imaging, as well as VR and Human Perception. He received his Bachelor's Degree in Electrical Engineering at the Technical University of Munich, and his Master's Degree from the CS Department at Stanford University in 2017.
Aldis Sipolins is an immersive technology researcher who applies his background in cognitive neuroscience and game design to enhance human performance. Aldis received a Ph.D. in Visual Cognition and Human Performance from the University of Illinois at Urbana-Champaign in 2015, specializing in neuroenhancement. In his time at UIUC he founded a VR research lab, where he developed cognitive tests using the Unity3D videogame engine. He was co-founder and CEO of a startup in San Francisco developing VR brain training videogames. His work at IBM focuses on applying immersive tech, sensor data, and machine learning techniques to enhance learning and cognition.
Speaker: Vincent Sitzmann (Stanford Computational Imaging Lab)